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Dungeons & Sorcery Spells 16

by Rindis on July 26, 2025 at 12:00 pm
Posted In: GURPS

And now for the sixteenth set of Dungeons & Sorcery spells. I finally get around to presenting the (long) writeups for Polymorph Other and Polymorph Self.

Emotion (SC)
Enchantment, Somatic, Verbal, Area (Fixed)
108 points
Casting Time: 4 seconds
Casting Roll: Innate Attack (Gaze) to aim
Range: 100 yards
Duration: 1 minute

The caster attempts to inspire one emotion in everyone in a 4-yard radius of the point he aimed at (see Scatter, B414, on a miss). The Sway Emotions skill (B192) has guidelines on what is possible, and in general reactions to this should be role-played.

However, there are mechanical benefits, which are also up to the GM’s discretion to apply. Every person in the area of effect rolls a Quick Contest of IQ (plus caster’s Talent), with victory exempting them from the effects of the spell, though they will still feel the emotion, just not at a level where it affects/controls actions. (A character can ‘choose not to resist’ a helpful emotion from a trusted caster, at which point, assume a “failure” of 3.)

Despite the first paragraph, there are mechanical benefits and penalties to being under the sway of this spell. The MoF of the Quick Contest is a die roll modifier to all rolls touching that emotion for the next minute. Notably, “courage” and “fear” will generate bonuses or penalties to Fright Checks within that time. Similar conditions can apply to many Reaction Rolls (e.g., an inexperienced hireling told to advance on the scary-looking monster may need a Reaction Roll to follow orders; proper use of emotion could help with this). This spell will never cause a Fright Check or similar, though it might make what was an “assumed” good or bad Reaction Roll into one that is actually rolled and modified.

Mind Control (Area Effect, 4 yd., +150%; Emotion Control, –50%; Independent, +70%; Requires Gestures, –10%; Requires Magic Words, –10%; Sorcery, –15%; Takes Extra Time, x4, –20%) [2.15×50] Note: I’m adding the modifiers to Emotion Control to give it some extra punch, and separate it from the cinematic enthrallment skill. Consider it a house rule.
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└ Tags: Dungeon Sorcery, gaming, GURPS, rpg, Sorcery, Thaumatology
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Dungeons & Sorcery Spells 15

by Rindis on August 2, 2024 at 12:00 pm
Posted In: GURPS

Here’s the fifteenth set of spells for Dungeons & Sorcery. The main classic spell this time is Dimension Door, but there’s a number of good ones here.

Confusion (SC)
Enchantment, Somatic, Verbal, Area (Fixed)
53 points + 17.5 per level
Casting Time: 4 seconds
Casting Roll: Innate Attack (Gaze) to aim
Range: 100 yards
Duration: Special

This spell causes everyone in the target area to potentially become confused. This only works on sentient beings, which have to take a Fright Check with effects from a failure going to the confusion results (P85).

Magic resistance grants a bonus to the check, and every time a victim is subject to this spell within a day grants a +1 to the roll. Anyone who passes a Check is immune to this spell for the next hour. Extra levels of the spell penalize the roll by –1.

Terror (Confusion; Accessibility, Only On Sentient Beings, –10%; Area Effect, 4 yards, +100%; Ranged, +40%; Requires Gestures, –10%; Requires Magic Words, –⁠10%; Sorcery, –15%; Takes Extra Time, x4, –20%) [1.75×30]. Additional levels add –1 to the Fright Check [1.75×10].
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└ Tags: Dungeon Sorcery, gaming, GURPS, rpg, Sorcery, Thaumatology
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Dungeons & Sorcery Spells 14

by Rindis on July 7, 2024 at 12:00 pm
Posted In: GURPS

And now for another set of ten spells for Dungeons & Sorcery. The big standby of the bunch is lightning bolt, and the spells are generally third or fourth level. By my rarity system, fourth is when spells start getting harder to find, so we’re seeing a lot more semi-common, and named ones will go to uncommon.

Chill Shield (SC)
Evocation, Somatic, Verbal
47 points
Casting Time: 4 seconds
Casting Roll: none
Range: None
Duration: 10 minutes

The caster is wrapped in a veil of blue or green flames that do no damage, but are cold to the touch. All fire-based attacks are reflected by this shield—the caster takes no damage, and the damage is dealt to the attacker instead—if it can take damage from such an attack. However, all injury from cold-based attacks is doubled.

This is the twin of warm shield, and is usually found in spellbooks together with it.

Static (Fire; Extended Duration, x10, +40%; Reflection, +100%; Requires Gestures, –⁠10%; Requires Magic Words, –10%; Sorcery, –15%; Takes Extra Time, x4, –20%; Temporary Disadvantage: Vulnerability (Cold), x2, –30%) [1.55×30]
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└ Tags: Dungeon Sorcery, gaming, GURPS, rpg, Sorcery, Thaumatology
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Dungeons & Sorcery Spells 13

by Rindis on May 4, 2024 at 12:00 pm
Posted In: GURPS

Here’s another ten spells for Dungeons & Sorcery. They’re generally third level spells from a variety of sources. I’ve also got a new section in here; there’s a couple different power levels for purposes of dispelling, and I finally worked that out a bit ago using the guidelines in Powers.

Under the Hood: Magic Great and Small

Largely speaking, Sorcery and magic-user spells are nothing special. That is, they are at the “base” tier defined on P32. There is no Cosmic modifier in the power modifier “Sorcery”, nor in the Sorcerous Empowerment advantage. However, some magic-user spells are harder to resist and/or dispel, and they get individual Cosmic modifiers. At the moment, there are three tiers: 1) Cosmic (+50%, including Wish), 2) Remove Curse (+25%), 3) Normal magic (+0%).

Dispel Magic operates at the base level, and can work against most effects with some form of the “Magic” modifier. Some higher-level spells are “protected” against this and have a +25% Cosmic modifier. Remove Curse also has this modifier, and will work on those spells. Some spells can’t be removed with anything short of the spells Wish or Limited Wish, and such spells use a +50% Cosmic modifier.


Bestow Curse (SC)
Abjuration, Somatic, Verbal
32 points
Casting Time: 4 seconds
Casting Roll: Will
Range: Touch
Duration: 30 minutes

There are actually a great number of different effects that are known by this name. This writeup merely gives one of the most common forms, but nearly any NPC with knowledge of this spell may use it with a different effect.

The caster must touch the subject while casting the spell, and when complete they roll a Quick Contest of Will + Talent vs the subject’s HT; if the caster wins, the subject has all his attributes reduced by 2 for the next half hour (this includes everything based off the main four attributes, including Will, and Per, while figured characteristics like Basic Lift and Basic Speed will also be reduced based on the new attribute scores). Moreover, this is a powerful effect which cannot be dispelled, though remove curse will (naturally) work normally.

(Suggestions for alternate versions of this spell include steep penalties to one attribute, Afflicting Unluckiness (B160), or good old fashioned Cursed (B129).)

Affliction 1 (HT; Attribute Penalty: all, –2, +60%; Cosmic, +25%; Extended Duration, x10, +40%; Malediction 2, +150%; Fixed Duration, +0%; Melee Attack, C, 1, –20%; Requires Gestures, –10%; Requires Magic Words, –⁠10%; Sorcery, –15%; Takes Extra Time, x2, –10%) [3.2×10]
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└ Tags: Dungeon Sorcery, gaming, GURPS, rpg, Sorcery, Thaumatology
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Dungeons & Sorcery Spells 12

by Rindis on October 24, 2023 at 12:00 pm
Posted In: GURPS

Well, it’s been three years, but occasionally, I dust off this project. I actually wrote up a new general section, which is a tiny step towards the rules for a character creating their own new spells, or one-off castings. So, I’m presenting that along with the twelfth set of new spells for Dungeons & Sorcery.

Creating a Spellbook

Normally, creating a new spellbook is easy. Find a shop that sells blank ones (or make it yourself!), cast Copy Magic, and copy a spell from an existing written copy (no matter whose) into the new book.

It is possible for a magic-user to lose all of their spellbooks. A wise one will have spares back at home, but even those could be lost/destroyed. That requires the character to replace everything. The points spent for the spells represent the fact that the character has spent time and effort thoroughly learning the spell, and will be able to cast it without studying the spellbook (at a risk of the penalties from fickle). This means the magic-user can get a new empty spellbook and start writing spells down from memory for proper study later.

Copy Magic requires an existing written version to copy from, so starting from scratch does not use that and requires one hour of undistracted time per page (see the third paragraph of Spellbooks above) of the spell, and a roll against the appropriate specialty of Thaumatology (see Custom Spellcasting below). Success writes down the spell in a usable format without any problems. (Most likely the character would be inserting small notes and addenda over the next couple weeks as they’re thought of, but that isn’t explicitly called out in play.) Failure uses up the pages, but does not generate an entirely stable version of the spell; every cast of the spell from studying this version will need to roll for fickle, but at a ‘0 days’ penalty for not studying it.

Critical failure is similar to the above, but the magic-user will not realize there is a problem (at least not until the spell fails to work properly). It will always need a fickle roll (from the GM), with a –⁠2 to the roll on top of any “time since studied” penalties.

When writing a spell fresh like this, the character can alter it a bit, by writing down a higher-level version (not alternate spells that may be listed together, just levels). This can also be done with a spell that is available to hand, but still requires a skill roll (at +2) instead of use of Copy Magic. This causes a skill penalty equal to the number of increased levels of the spell, or the difference in number of levels of Sorcerous Empowerment required to use the new version, whichever is greater (in practice, this means use levels for spells that just gain a greater duration, and use Empowerment for maledictions). The character will also need to spend points to have access to the new higher-level version. (It would also be possible to lower the level of a spell for a skill bonus; this will not refund points, and the magic-user can always attempt to cast the full version they paid for, with fickle, and the modifier for time since studying it capped at the level difference. This could also be done to lower a spell to a cost that someone else could afford fit into their Sorcerous Empowerment and then copy into their spellbook with Copy Magic.)

A critical success with writing down a spell in this fashion allows the character to add one level to the spell automatically (this is on top of any deliberate increase made in the attempt as outlined above), if they wish to spend the points and it doesn’t go over their current Sorcerous Empowerment.
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└ Tags: Dungeon Sorcery, gaming, GURPS, rpg, Sorcery, Thaumatology
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